Anomalies (#13371)
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80
Content.Client/Anomaly/Ui/AnomalyGeneratorWindow.xaml.cs
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80
Content.Client/Anomaly/Ui/AnomalyGeneratorWindow.xaml.cs
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using Content.Client.Message;
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using Content.Shared.Anomaly;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Timing;
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using FancyWindow = Content.Client.UserInterface.Controls.FancyWindow;
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namespace Content.Client.Anomaly.Ui;
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[GenerateTypedNameReferences]
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public sealed partial class AnomalyGeneratorWindow : FancyWindow
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private TimeSpan _cooldownEnd = TimeSpan.Zero;
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private bool _hasEnoughFuel;
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public Action? OnGenerateButtonPressed;
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public AnomalyGeneratorWindow(EntityUid gen)
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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EntityView.Sprite = _entityManager.GetComponent<SpriteComponent>(gen);
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GenerateButton.OnPressed += _ => OnGenerateButtonPressed?.Invoke();
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}
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public void UpdateState(AnomalyGeneratorUserInterfaceState state)
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{
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_cooldownEnd = state.CooldownEndTime;
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_hasEnoughFuel = state.FuelCost <= state.FuelAmount;
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var fuelCompletion = Math.Clamp((float) state.FuelAmount / state.FuelCost, 0f, 1f);
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FuelBar.Value = fuelCompletion;
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FuelText.Text = $"{fuelCompletion:P}";
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UpdateTimer();
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UpdateReady(); // yes this can trigger twice. no i don't care
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}
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public void UpdateTimer()
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{
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if (_timing.CurTime > _cooldownEnd)
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{
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CooldownLabel.SetMarkup(Loc.GetString("anomaly-generator-no-cooldown"));
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}
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else
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{
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var timeLeft = _cooldownEnd - _timing.CurTime;
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var timeString = $"{timeLeft.Minutes:0}:{timeLeft.Seconds:00}";
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CooldownLabel.SetMarkup(Loc.GetString("anomaly-generator-cooldown", ("time", timeString)));
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UpdateReady();
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}
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}
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public void UpdateReady()
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{
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var ready = _hasEnoughFuel && _timing.CurTime > _cooldownEnd;
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var msg = ready
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? Loc.GetString("anomaly-generator-yes-fire")
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: Loc.GetString("anomaly-generator-no-fire");
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ReadyLabel.SetMarkup(msg);
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GenerateButton.Disabled = !ready;
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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UpdateTimer();
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}
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}
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